Part 2 of our Rigid Body Particle Script in Unity.
Almost real-time, but as the count increases exponentially, the simulation slows down.
All dynamics are calculated on the CPU, but the visuals are calculated on a RTX 3090.
Including: Raytracing
Global Illuminations
Area Lights
HDRI
SSS
Motion Blur
DOF
Considering writing a caching system, to resume simulations.